Can the milestone for Avechna's Peak go to the top of Avechna's peak? It is sort of half way between the aetherplex and the portal of fate and neither here nor there
I think the main reason for it only going to where it does may be because there was (and may still be) an active limitation of 50 rooms away from your origin that can be plotted using the PATH command. Beyond that, you got an error saying that the place you wanted to go was too far away.
Never put passion before principle. Even if you win, you lose.
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
something I would like to see in general is, if an area has enemy stati and the person being able to allevate enemy status is someone who needs to be summoned / quested to get access to them, that they have some subordinate that can always be accessed for amnesty/parley. This is especially interesting for quests that are banned for your orgs ( Shallamurine comes to mind ). I wouldn't mind if the amnesty wasn't as powerful if it's not the leader.
Also, could mobs maybe say who is responsible for amnesty if you try to influence them with amnesty / parley them?
shows you what sigils are where in your manse and how many more months they have on decay time.
The main reason I want this, is that I make extensive use of key sigils to allow people their private rooms and I recently had someone trapped unintentionally in a room because the key sigil on the one side of the room was decayed and the one on the other was not, thus making the door close and they were unable to open it back up.
Time for a 'nouns and aliases are rigid things which cannot just be added to specific replicas' rundown, since I'm kind of stuck on doing literally anything until Xcode decides to finish its update.
So, the way Lusternia, and especially Rapture (IRE's engine) handle items is an odd twofold system where we have two parts: the object and the replica. The items you interact with on a daily basis are replicas (hence why, when asking for more information in bugs or issues, we will sometimes call the id number you see in ih or ii a 'replica number' or 'repnum' for short). Now, these hold a lot of information about the replica, but they are not the complete source of truth. Instead, every replica is linked to a 'mother' object, which is the same for all objects of that type. Every mob, every item, every vial, is linked to an object. Often, many are linked to the same object (all of your vials, for example, are a single object and we just change basic replica data for different appearances).
Now, you can probably see where I'm going with this, but all nouns/aliases are on the object, not the replica. This is for both speed reasons (it would actually cause a lot of lag if we tried to make it per-replica) and because system limitations prevent indexing lists/arrays/vectors and aliases/nouns are an exception. Now, you probably recall we recently allowed customisation of aliases on items. This is literally done by assigning an 'AliasObject' to a replica, literally a field pointing to a second object. This actually replaces the original nouns rather than adding to them, so we can't just add extra nouns using an aliasobject. So if we had Even this actually created a surprising amount of lag, however.
Now, you may be asking, why don't we make 'tawdry' aliasobjects? Well, the coding behind this is difficult. The objects must have a set list of aliases, and we can't modify those per replica on the fly or add to existing ones, so for this to work, we would have to literally create an aliasobject per tailoring object, and write in an explicit conversion for each object to its aliasobject. If I recall correctly, there are over 50 different tailoring objects, so this would be an extremely large amount of work. And this would also double, if not triple or quadruple since there are a few levels of tawdriness, the amount of work to release a new tailoring pattern (which is already staggering - when I added easels and notebooks as patterns, each one took me about an hour and a half to get in, and clothing is a lot more complicated to set up).
I hope this has been enlightening or, at the very least, entertaining for you. Xcode has just finished updating, so I'm off.
... Oh wait, no, it decided it wants to install more stuff. It just wanted me to accept the license agreement that hasn't changed in years. Again. Please save me from this purgatory.
Beast whistle does not work cross plane / continent. There is an artifact for that, but iirc it is priced pretty prohibitively. I just dismiss / resummon.
The artifact really should not be more than 100cr imo, since whistle/muster works for combat situations (same plane), so all it is really good for is a little convenience.
Could tattooists have the ability to reinfuse their personal tattoos at some cost?
It would let them replace the effects they have without having to track another one down but they'd still need one to get the initial design done.
Would allow for adjustments if desired (could swap into charisma when going influencing, or even change your set up if you're going to swap to another class) but it's not as broadly useful as the flayed skin given you'd need to actually have tattoos active. And could just be a bit nice as a personal use for the trade.
Interesting idea. Unfortunately envoy reports are shut down right now so may have to bring it back up again in January as a reminder for someone to snag as a QoL.
A basic idea of Platonism is that there is a conceptual realm populated by perfect forms that serve as templates for experienced things. These non-experienced non-physical Idea forms are the more correct, true representation of reality In other words, there's a perfect Idea of a tree upon which all of our experiences of physical trees are based.
While I like the idea of commune shops being connected to the Aetherplex (yay bringing business local!), could they also be regulated by the shop marketing like aethershops are? It sort of defeats the purpose of forking out a bit of gold to get higher on the shop list, thanks!
While I like the idea of commune shops being connected to the Aetherplex (yay bringing business local!), could they also be regulated by the shop marketing like aethershops are? It sort of defeats the purpose of forking out a bit of gold to get higher on the shop list, thanks!
Considering it treats them like manses, it should be already. Unless people somehow gained access to marketing commands, which shouldn't be possible. Shop search code was actually 100% unchanged, and all linking a shop is is creating a manse entry in the database and pointing its canonical room to it.
EDIT: Please feel free to message me both your manse (with marketing) and the org shop you're seeing, and I can look into it if this is, indeed, happening.
EDIT2: Also, this would quite obviously be a bug. Please BUG bugs.
While I like the idea of commune shops being connected to the Aetherplex (yay bringing business local!), could they also be regulated by the shop marketing like aethershops are? It sort of defeats the purpose of forking out a bit of gold to get higher on the shop list, thanks!
Considering it treats them like manses, it should be already. Unless people somehow gained access to marketing commands, which shouldn't be possible. Shop search code was actually 100% unchanged, and all linking a shop is is creating a manse entry in the database and pointing its canonical room to it.
EDIT: Please feel free to message me both your manse (with marketing) and the org shop you're seeing, and I can look into it if this is, indeed, happening.
EDIT2: Also, this would quite obviously be a bug. Please BUG bugs.
I know this is a topic discussed before in the past, but I was wondering if we could revisit the possibility of making wands not have to be wielded? It would be a nice QOL change that would prevent warriors, for example, from having to ungrip, wield, use wand, rewield sword, grip. Just less spam and things to keep track of.
Comments
If olive oil comes from olives, where does baby oil come from?
If vegetarians eat vegetables, what do humanitarians eat?
Now you say it I remember - treasure maps should have taught me that!
Totally not Ess.
Probably Kistan but that only has one s
Also, could mobs maybe say who is responsible for amnesty if you try to influence them with amnesty / parley them?
manse listsigils
shows you what sigils are where in your manse and how many more months they have on decay time.
The main reason I want this, is that I make extensive use of key sigils to allow people their private rooms and I recently had someone trapped unintentionally in a room because the key sigil on the one side of the room was decayed and the one on the other was not, thus making the door close and they were unable to open it back up.
So, the way Lusternia, and especially Rapture (IRE's engine) handle items is an odd twofold system where we have two parts: the object and the replica. The items you interact with on a daily basis are replicas (hence why, when asking for more information in bugs or issues, we will sometimes call the id number you see in ih or ii a 'replica number' or 'repnum' for short). Now, these hold a lot of information about the replica, but they are not the complete source of truth. Instead, every replica is linked to a 'mother' object, which is the same for all objects of that type. Every mob, every item, every vial, is linked to an object. Often, many are linked to the same object (all of your vials, for example, are a single object and we just change basic replica data for different appearances).
Now, you can probably see where I'm going with this, but all nouns/aliases are on the object, not the replica. This is for both speed reasons (it would actually cause a lot of lag if we tried to make it per-replica) and because system limitations prevent indexing lists/arrays/vectors and aliases/nouns are an exception. Now, you probably recall we recently allowed customisation of aliases on items. This is literally done by assigning an 'AliasObject' to a replica, literally a field pointing to a second object. This actually replaces the original nouns rather than adding to them, so we can't just add extra nouns using an aliasobject. So if we had Even this actually created a surprising amount of lag, however.
Now, you may be asking, why don't we make 'tawdry' aliasobjects? Well, the coding behind this is difficult. The objects must have a set list of aliases, and we can't modify those per replica on the fly or add to existing ones, so for this to work, we would have to literally create an aliasobject per tailoring object, and write in an explicit conversion for each object to its aliasobject. If I recall correctly, there are over 50 different tailoring objects, so this would be an extremely large amount of work. And this would also double, if not triple or quadruple since there are a few levels of tawdriness, the amount of work to release a new tailoring pattern (which is already staggering - when I added easels and notebooks as patterns, each one took me about an hour and a half to get in, and clothing is a lot more complicated to set up).
I hope this has been enlightening or, at the very least, entertaining for you. Xcode has just finished updating, so I'm off.
... Oh wait, no, it decided it wants to install more stuff. It just wanted me to accept the license agreement that hasn't changed in years. Again. Please save me from this purgatory.
BEAST WHISTLE
The artifact really should not be more than 100cr imo, since whistle/muster works for combat situations (same plane), so all it is really good for is a little convenience.
It would let them replace the effects they have without having to track another one down but they'd still need one to get the initial design done.
Would allow for adjustments if desired (could swap into charisma when going influencing, or even change your set up if you're going to swap to another class) but it's not as broadly useful as the flayed skin given you'd need to actually have tattoos active. And could just be a bit nice as a personal use for the trade.
EDIT: Please feel free to message me both your manse (with marketing) and the org shop you're seeing, and I can look into it if this is, indeed, happening.
EDIT2: Also, this would quite obviously be a bug. Please BUG bugs.